SatyrCR 2 (without pipes) or 4 (with pipes)

Usually CN Medium Fey

Init +1; Senses low-light vision; Listen +15, Spot +15

Languages Sylvan

AC 15, touch 11, flat-footed 14; Dodge, Mobility
(+1 Dex, +4 natural)

hp 22 (5 HD); DR 5/cold iron

Fort +2, Ref +5, Will +5

Speed 40 ft.,

Melee Head butt +2 (1d6) and dagger −3 (1d4/19-20)

Ranged Shortbow +3 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Special Actions pipes

Abilities Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13

Feats Dodge, Mobility, Alertness

Skills Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 above ground)

Advancement 6-10 HD (Medium)

Level adjustment +2

Pipes (Su) Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by Charm person , sleep , or fear (caster level 10th; the satyr chooses the tune and its effect).

In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

Skills Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.